Rated 2 / 5 stars2014-08-25 04:26:45

Rated 1.5 / 5 stars2014-08-24 13:46:44

It looks like this is an early attempt, so I won't waste your time complaining about the length of the game or simplicity of the "puzzle". I'd imagine that your goal here is to learn from the effort. So here is some feedback which will hopefully help in your future efforts.
1) Don't bother giving a game multiple paths if there are no real choices. You gave the player the option of whether to cooperate with Mira or not, but it had no effect on the game (you still had to click around the lobby to find the key). Similarly, whether you told the doctor the truth about the key or lied to him, the result was exactly the same. If you're going to offer choices, they should impact the game in some meaningful way, with multiple endings, otherwise it's just a waste.
2) Clicking on text or mouse-over text. In the first dialog, you could click on the "space" of a text option to select it, which was good. Later on, the dialogs required you to have your mouse directly over one of the characters (even the space inside of an 'o' wouldn't work, you had to be somewhere on the ring itself). This is just bad coding, because it's a pain in the butt to have to move your mouse to the exact pixel to be on a letter in such a narrow font. Take the time to set up clickable space over your text options, and that applies even more strongly to invisible text that you need to have the mouse over to see (i.e. the key location). That was an even bigger pain, because you couldn't even see the letters, you just had to move your mouse really slowly so you could stop when you were right over the correct pixels.
Those are the two biggest things that you'll want to avoid when you make a longer, more complex game. Best wishes in your future endeavours.